CommonerClass_v1.0

by MalElemental

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The Commoner

Commoner

A rugged farmer toils the land, wiping the sweat of his brow as harvests his fields – he works from dawn to dusk, a basket of corn over his back. A hardy peddler travels the road, selling pots and pans through small village for pittance. An overworked clerk sits over a desk, chewing the end of her quill as she feverishly works through a pile of letters.

It ain’t much, but it's honest work. Commoners have never had any sort of special learning, but they make do through grit, long hours and hard work. They’ve earned what little they have. They work hard, they do their jobs – no one ever taught them how to swing a battleaxe or throw magic bolts around.

But even so, even commoners sometimes have adventures of their own. Because why should those arrogant knights and snotty wizards get to hog the limelight all the time?

Stay Alive and Work Together

Commoners know to stick together. They don’t possess any remarkable skills, but they help out where possible. When a regular person goes up against a rampaging dragon, or faces a savage goblin horde, they learn one lesson above all others; stay with the group or you’re dead.

In that theme, commoners support others rather than handling problems alone. They will stay behind the big barbarian when the fighting starts, and they’ll let the mages handle the fireballs. Commoners form teams, and they confront problems with friends by their side.

Creating a Commoner

Commoners make for uncommon adventurers, but it's not unheard of for a farmer to leave his home and go adventuring, or for a clerk to pick up a sword instead of a quill. Think about what reason an average worker might have to go on an adventure; they may be seeking fortune and fame, or have been forced to by necessity, or maybe they are just tired of living a mundane life.

Commoners are defined largely by their professions - their jobs that they work. Commoners can take on wildly different roles depending on their livelihoods. Four subclasses are provided – a hardy farmer, an enterprising merchant, an erudite clerk, or a self-reliant vagabond.

Quick Build

You can make a commoner quickly by following these suggestions. First, Constitution should be your highest ability score. Your second highest ability score depends on what subclass you choose; if playing a farmer choose Strength, if playing a merchant choose Charisma, if playing a clerk choose Intelligence, and if playing a vagabond choose Dexterity. Finally, pick whatever background appeals most to you

Variant Rule: Mediocre In Everything

Commoners make for a strange class in that they are meant to be unremarkable, and slightly less than average in everything. That doesn’t mean they are useless (they do have a few unique skills), but commoner is a class intended to encourage more role-playing opportunities rather than direct combat capability.

For a more challenging experience, you can choose to lean into this playstyle by making yourself truly average, and set all of your ability scores equal to 10 or 12. Good luck!

Class Features

As a commoner, you gain the following class features:

Hit Points


  • Hit Die: 1d6 per commoner level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per commoner level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Clubs, daggers, handaxes, light hammers, quarterstaffs, sickles, slings, shortbows, torches, pitchforks
  • Tools: Choose any one artisan tool, and gain expertise with it

  • Saving Throws: Constitution
  • Skills: Choose one from Animal Handling, Athletics, Persuasion, Insight, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • One simple weapon of your choice
  • One set of tools with which you are proficient
  • One equipment pack depending on your choice of subclass: either an explorer’s pack for farmer, a diplomat’s pack for merchant, a scholar’s pack for clerk, or a burglar’s pack for vagabond
  • 10d6 copper coins

Multiclassing

Prerequisites. There are no prerequistes for multiclassing into the commoner class - it's a class open to everyone!

Commoner
Level Proficiency Bonus Features
1st +2 Just A Simple Fellow, Use What You Got, Livelihood Feature
2nd +2 Skin Of Your Teeth
3rd +2 Helping Hand, Rough and Ready
4th +2 Learn Feat
5th +3 Look I'm Helping, Livelihood Feature
6th +3 Learn It From Others
7th +3 Close Shave
8th +3 Learn Feat
9th +4 Livelihood Feature
10th +4 Teamwork Gets It Done
11th +4 Can't Believe That Worked
12th +4 Learn Feat
13th +5 Watch Out For That
14th +5 Livelihood Feature
15th +5 Look At Us Go
16th +5 Learn Feat
17th +6 Learned It From The Best
18th +6 Put To Good Use
19th +6 Learn Feat
20th +6 Learn It From Me

Just a Simple Fellow

From 1st level, you gain appreciation of the struggles of the common man. People look at you and they recognize you as a steady, down-to-earth person – they call tell by the dirt under your fingernails or the weary gaze in your eyes. This has the following effects, dependent on who you are interacting with:

  • You have advantage on Charisma (Persuasion) rolls made when interacting with everyday workers. Common folk look out for each other; bartenders become more likely to share scandalous gossip with you, farmers are more likely to shelter you in their homes for a night, and common townsfolk are more likely to warn you when trouble is afoot.
  • You have advantage on Wisdom (Insight) rolls made towards any merchants or swindlers who may be trying to take advantage of your hard-earned money.
  • You have advantage on Charisma (Deception) rolls made when you are attempting to convince any sort of authority that you didn't do something. Arrogant nobility is biased to assume that all common people are lazy and unremarkable, and they will naturally disbelieve you if you claim any great accomplishment.

In addition, you understand 'trader talk' – a heavy mix of dialect and jargon that is popular among tradesmen and travelers. Trader talk sounds very rough and uses a great deal of obscure slang (often referring to mundane objects through weird names) which allows traders to recognize and communicate exclusively between themselves. It varies greatly depending on location and dialect, but commoners know how to translate heavily-accented voices and you can decipher any profession-specific slang.

Merchants will often treat anybody who understands trader talk differently; unscrupulous merchants that might otherwise attempt to take advantage will do not do so, while other tradesmen may even offer favors or advice.

Use What You Got

From 1st level, you are proficient with improvised weapons. Specifically, you can use your artisan’s tools as makeshift melee weapons, and you add your expertise bonus when making attack rolls with them. They deal 1d4 of whatever damage type is appropriate for them.

Skin Of Your Teeth

Adventuring is dangerous work, but you manage to get by. Barely. From 2nd level, whenever an effect or attack would kill or reduce you to 0 hp, you fall prone and survive with 1 hp instead.

Afterwards, any hostile creatures in the area are faced with a Perception check with DC equal to 12 + your proficiency bonus, and on a failed check they will assume that you are dead and move onwards to another target. This effect lasts until you either move or make an action, at which point they will realize that you somehow survived.

You regain use of this feature when you finish a long or short rest.

Helping Hand

At 3rd level, you can use the Help action as a bonus action.

Rough and Ready

When faced with an unfamiliar challenge, you roll your sleeves up and get it done. At 3rd level, you can spend ten minutes practicing using a set of tools and gain a temporary proficiency bonus. This temporary proficiency will last until your next long rest, it doesn't stack with any other, and you can only have one at a time.

This temporary proficiency bonus can be applied towards any tool, mount, or vehicle - so you long as you have an object in hand that you can use to practice. You cannot gain any skill proficiency in this manner.

During this practice period, you may fall several times - for example, if you are practicing at disabling a tripwire to gain proficiency in thieves’ tools then you will likely trigger the trap, or if you practicing at mounting a horse then the horse may buckle. It is at the DM's discretion whether there will be any consequences from mistakes made during this practice period.

At 6th level, this temporary proficiency bonus doubles.

Learn Feat

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can learn one feat of your choice.

Why No Ability Score Improvements?

Learning a feat better suits the commoner’s theme rather than taking ability score improvements. In this class, it is better to have a variety of different skills, rather than trying to master any ability.

Look, I'm Helping!

You may not be the strongest, the toughest, the fastest or the smartest, but you can still assist! At 5th level, when you apply the Help action to aid an ally attacking an enemy in combat, then that ally may add your proficiency bonus to their own attack roll.

If your ally’s attack is successful, then you may also make a single attack targeted at that enemy immediately at the end of your ally’s turn (no reaction required).

Learn it From Others

From 6th level, you realize that you can do it just like the others can. Select an ally that you have known for at least a week, and then copy the following traits from them:

  • Gain one skill or tool proficiency that they possess.
  • If the ally can cast spells, then you can learn 3 of their cantrips (using the same Spellcasting ability as they use). Otherwise, you gain one armor class proficiency and two weapon proficiencies that they possess.

This feature can be used a maximum of once a week. If you lose contact with that ally, you may keep the traits that you have copied from them indefinitely. If you later wish to copy from a different ally, then their new traits will replace the traits you copied previously.

Close Shave

At 7th level, you’re getting the hang of this now. Whenever an effect or attack would inflict damage more than half your current hp, you can choose to intervene such that it inflicts only half your current hp instead (rounded up).

This feature can be used a number of times equal to your proficiency bonus, and refreshes when you finish a long rest.

Teamwork Gets it Done

You aren’t the sort to fight alone. By 10th level you’ve learned how to coordinate with others - you are like the glue that holds a group together. At the end of a long rest, you can pick three willing allies and form a team with them. Up until the next long rest, so long as those allies remain within both earshot and line of sight of you and each other, then the team has the following benefits:

  • When any member of the team makes an ability check, they may choose to use the relevant ability modifier of another member instead of their own.
  • In combat, so long as one member of the team is within 5 foot of an enemy, then all other members of the team may attack that enemy with advantage.
  • When you use the Help action to assist in attacking an enemy, then the benefit of your Help action applies equally to all members of your team. If multiple allies hit the target, you may make multiple attacks from your ‘Look, I’m Helping!’ feature.

Can't Believe That Worked!

At 11th level, whenever you score a critical attack against an opponent during an attack action, then you can then make a second action immediately afterwards. In addition, that opponent must pass a Constitution saving throw of DC 14 + your proficiency bonus, or become stunned until its next turn. This can only apply once per round of combat.

Watch Out For That

By 13th level, others in your party look to you for the prompt on when to run. You can apply your ‘Close Shave’ feature to all others within your team.

When you or a team member within your line of sight suffers an effect or attack would inflict damage more than half of their current hp, then you can choose to intervene such that it inflicts only half of their current hp instead (rounded up).

This replaces your ‘Close Shave’ feature. This feature can be used a number of times equal to your proficiency bonus, and refreshes when you finish a long or short rest.

Look At Us Go!

At 15th level, your 'Can't Believe That Worked!' feature applies to all members of your current team. Whenever any team member scores a critical attack against an opponent during an attack action, then that team member may then take an additional action immediately afterwards. In addition, that opponent must pass a Constitution saving throw of DC 14 + your proficiency bonus, or become stunned until its next turn. This can only apply once per person per round of combat.

Learned It From The Best

At 17th level, you realize that this hero'ing stuff ain't so hard! Select an ally of an equivalent or lower level that you have known for at least a week, and then copy the following traits from them:

  • Raise any one of your ability scores (except for Constitution) to match theirs.
  • Gain expertise in one skill or tool that they possess.

This feature can be used a maximum of once a week. If you lose contact with that ally, you may keep the traits that you have copied from them indefinitely. If you later wish to copy from a different ally, then their new traits will replace the traits you copied previously.

Put to Good Use

At 18th level, your chosen artisan tools receive an additional +3 bonus to all attack and damage rolls made with them.

Learn It From Me

At 20th level, man, you've got this. You're an inspiration to them all. You can share the benefits of two feats that you know with all members of your current team.

 

Livelihood

Commoners work many different jobs, and take different approaches to life. Your livelihood determines your job, your experiences, and forms a major part of your character.

Your Livelihood grant additional class features at 1st, 5th, 9th and 14th level.

Farmer

A farmer – could there be any more noble of a profession? Well, yes, probably – but, even so, those people would all starve if you didn’t do what you do. Farmers are hardy folk. They work the fields, you herd livestock, they do all of the dirty, back-breaking work just so others can eat. That type labor builds muscle, and responsibility.

Farmers tackle their problems head-on, and they look after their fellows.

Skills of the Field

From 1st level, you gain the following:

  • Skill proficiency in two of: either Survival, Nature or Animal Handing. If you already have proficiency, gain expertise.
  • Tool proficiency with herbalism kit. If you already have this tool proficiency, pick another of your choice.
  • Proficiency with Strength saving throws.

Note: This feature applies only if commoner is your first class (i.e. you do not gain this feature if you choose farmer as a multiclass)

Long Hours, Heavy Work

From 1st level, you are accustomed to moving heavy loads. You count as one size larger when it comes to determining your carrying capacity and the weight you can push or drag.

In addition, you can use an action to remove a single point of an exhaustion. You regain use of this feature when you finish a long rest.

Farmer's Grit

At 5th level, whether you’re up against a stubborn bull or ploughing tough earth, you know how to grit your teeth and force your way through. As a bonus action, you can receive the following benefits:

  • You gain resistance to slashing, bludgeoning, and piercing damage.
  • You gain advantage on all attempts made to grapple.
  • You gain temporary hit points equal to your Commoner level.
  • You gain a bonus to your base Strength modifier equal to your Constitution modifier.

These effect ends after a duration of ten minutes. You regain use of this feature when you finish a long or short rest.

Homecooked Grub

A good meal braces you for the day. At level 9, during a short rest you can use ingredients of the earth to cook a hale and hearty meal for you and your companions. Yourself and up to ten companions gain temporary hit points equal to 2d6 plus your Commoner level. After you use this feature you cannot use it again until you finish a long rest.

At levels 13 and 17, the temporary hit points provided increases to 4d6 and 6d6 respectively.

All Together Now

At 14th level, you weather any hardships side by side with your fellow farmhands. When you use your ‘Farmer’s Grit’ ability, then your whole team receives the benefits as listed.

Merchant

You are a merchant at heart. This whole adventuring business is a neat side hustle, but a merchant’s true purpose is to buy, sell and make a profit. Merchants are clever and persuasive, they survive by bartering with others, finding the right goods for the job, and – most importantly – by earning money.

Merchants look out for their companions from the back lines. They provide money and goods to keep the party going.

Skills of the Trade

From 1st level, you gain the following:

  • Skill proficiency in two of: either Insight, Deception or Persuasion. If you already have proficiency, gain expertise.
  • Tool proficiency with forger’s kit. If you already have this tool proficiency, pick another of your choice.
  • Proficiency with Charisma saving throws.

Note: This feature applies only if commoner is your first class (i.e. you do not gain this feature if you choose merchant as a multiclass)

Coin Wherever You Go

From 1st level, you’re in the habit of picking up bits and pieces during your travels. Every day while journeying, you automatically earn 1 silver coin per each Commoner level. This money could come from investments you made previously, or from selling to travelers you meet on the road, or even just from scrounging fallen coppers on the roadside.

In addition, you know the average selling prices of any items you have encountered before, and you instantly become aware if another merchant is overcharging you for familiar goods.

Regarding Coin Value

The 'Coin Wherever You Go' feature is intended to provide a merchant with a small but consistent source of income, which increases gradually with level. 1 silver per commoner level is a suggested amount, but different worlds may use different coinages and values. The DM may adjust the value as they see fit.

Everything's For Sale

At 5th level, you understand that money dictates all. This has the following benefits:

  • Any Persuasion roll less than a 9 is considered a 9 instead.
  • You gain advantage on any Charisma (Persuasion) checks made to bribe.

Additionally, If combat begins against any enemy that has reason to care about such things (e.g. if bandits ambushes you, or if you encounter goblins hoarding gold) then you can use an action to interrupt initiative order and offer up payment instead of fighting. The DM will inform you immediately whether or not your attempt was successful. If successful, the enemies will name a price – the exact sum dependent on the situation – and if you can pay that price then those enemy will abandon hostilities so long as your party does the same.

Nothing But the Best

You piece together bits and pieces, and slowly but surely enough your wares expand. At 9th level, you acquire an uncommon magic item of your choice – preferably an item related to your backstory or journey, and must be subject to the DM’s approval. You can do with this item what you will. At 13th level, you acquire an additional rare magic item through this feature. At 17th level, you acquire an additional very rare magic item.

Company Trading

By 14th level, you’ve learnt how to work as part of a team in more ways than just combat. When you are part of a team, there are the following benefits:

  • Downtime activities become twice as productive for each member when done so as a group.
  • You receive a 25% discount to all goods bought from merchants when the team purchases them together.
  • Once each day, any member of the team can give a magic item to another member of the team, and the magic item will attune instantly to its new wearer. This can occur once per person per long rest.

Clerk

Clerks may appear humble and unassuming, but they are not to be underestimated. A clerk may work as a teller in a bank, or as a lord’s scribe, or as a receptionist in an adventurer’s guild – but the purpose is the same. They run the ship. They deal with people, paperwork and more paperwork. The clerks see everything that ever happens more clearly than the people in charge, and nothing gets done unless the clerk does it.

Clerks prefer to apply their mind rather than might. They learn fast, and bring lots of useful little skills to the party.

Skills of the Office

From 1st level, you gain the following:

  • Skill proficiency in two of: either Perception, Investigation or History. If you already have proficiency in a skill, gain expertise.
  • Tool proficiency with calligrapher's tools. If you already have this tool proficiency, pick another of your choice.
  • Proficiency with Intelligence saving throws.

Note: This feature applies only if commoner is your first class (i.e. you do not gain this feature if you choose clerk as a multiclass)

Eye For Detail

At 1st level, if you spend at least 1 minute observing or interacting with another creature outside of combat, then you can learn certain details about it and the threat it poses. The DM will tell you one of the following information:

  • The creature’s CR or level.
  • Whether the creature has less than your current hitpoints, more than your current hitpoints, or more than twice your current hitpoints.
  • Any resistances or immunities that the creature possesses.

It's All Just Paper

You know, magic isn’t really that difficult. Wizards overcomplicate everything, but at the end of the day it’s just reading from a fancy book. You know how to read.

At 5th level, you gain the ability to write up spells into your own spell book. You do not possess any spell slots, but you can still cast spells as a ritual when your book is in hand. Upon acquiring this ability, you can choose two 1st level spells and one 2nd level spell that has the ritual tag, from any spell list. Regardless of the spell, for you the spellcasting ability is always Intelligence.

If you come across a spell in written form during your travels, you might be able to add them into your spell book. The spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your book takes two hours per level of the spell, and costs 50gp per level.

In addition, you can now use your Help action to assist spellcasters as they are casting a spell. While you are helping an ally, that ally can add your Intelligence modifier onto their own spell attack roll.

Arcane Receptionist

By 9th level, you’re practically a mage yourself! You instantly acquire two ritual spells from any spell list, of any level up to 4th.

At 13th level, you acquire an additional two ritual spells of any level up to 5th. At 17th level, you acquire an additional two ritual spells of any level up to 6th.

You can also now share your spell book with other spellcasters, and likewise you can read from your allies’ spell books if they have one. You can only cast ritual spells through the Commoner class, but any other spellcasters may expend one of their own spell slots to cast a spell from your book (even if the spell in question is not on their list) so long as you are standing beside them and performing the Help action.

In addition, the time required for you to cast ritual spells is halved.

Master Scribe

At 14th level, you apply your keen knowledge to assist your team. Whenever a member of your team casts a spell and you use the Help action, they can receive the following benefits:

  • You can take over a verbal or somatic component of the spell; if required, you perform the actions on their behalf as they cast the spell.
  • Your contribution reinforces the spell. As they are casting, you can choose to increase the spell level of your ally’s spell by a single level (to a maximum of 9th level). This can be done a number of times equal to twice your Intelligence modifier, and you regain all uses when you finish a long rest.

Vagabond

The life of a vagabond is a rough one. Vagabonds are homeless, constantly on the move, and always restless. Guardsmen will often chase vagabibds out of town, or monsters might ambush them on the road - yet vagabonds are survivors. Sometimes they take on odd jobs, sometimes they will beg on corners, and sometimes they will even resort to crime - but they will do whatever it takes.

Vagabonds are self-reliant, and look out for themselves above all others.

Skills of the Road

From 1st level, you gain the following:

  • Skill proficiency in two of: either Survival, Stealth or Sleight of Hand. If you already have proficiency in a skill, gain expertise.
  • Tool proficiency with thieves' tools. If you already have this tool proficiency, pick another of your choice.
  • Proficiency with Dexterity saving throws.

Note: This feature applies only if commoner is your first class (i.e. you do not gain this feature if you choose vagabond as a multiclass)

Didn't Do Nothin'

People look down at the beggar on the street, and you know how to fade into the shadows. From 1st level, while you remain motionless in a crowd or in a dimly-lit environment, you are considered invisible for all intents and purposes. This effect ends if you make an aggressive action or draw attention to yourself.

Wasn’t Me

From 5th level, you have perfected the art of staying safe by blaming others. If you make an attack roll against an enemy when an ally is within melee range, then you can automatically make a Stealth check against their passive perception. On a successful check, the enemy will blame your ally for the attack and not you. If you also prompt an opportunity attack or a reaction attack during your turn, then that attack will be targeted at your ally, and not at you.

If you are successful in avoiding blame after making your attack, then you can remain unnoticed as per your 'Didn’t Do Nothin’ feature.

Stick ‘Em In The Back

By 9th level, you know how to exploit an opportunity. When you are attacking an enemy with advantage, a successful hit will deal 3d6 extra damage.

At levels 13 and 17, the damage increases to 5d6 and 7d6, respectively.

Go For The Other Guy

The best thing about being a part of a team is that the other people can serve as distractions. At level 14, you gain the ability to divert an opponent’s attention away from yourself and to somebody else. When you are being targeted by a specific enemy, you can use your action to roll a d4:

  • On a 1, the enemy will continue to target you.
  • On any other result, the enemy will ignore you and move to target a different, randomly selected member of your team.

On its next turn, that enemy must target the team member as chosen by the d4 roll. In any later rounds, the enemy may resume attacking whomever it chooses.

You regain use of this feature when you finish a long or short rest.

Credit to:

Created using GM Binder.
Special thanks to /r/hakuna_dentata for the original Commoner Class which inspired this one.
Cover artwork from Ly Kivihall
Artwork from n-a-S-t-u
All credit for the artwork goes to the original artists, not me.

 

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